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Author Topic: Running delay and ajustable length of message buffer  (Read 2472 times)

Blade

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Running delay and ajustable length of message buffer
« on: January 20, 2008, 06:42 »

Is it possible to:

1 - Make running not so fast, with some delay between every move and with possibility to interrupt running by pressing space(or any other key)? Like in Frozen Depth.

2 - Create string in DooMRL.ini to ajust maximum length of stored messages?
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DaEezT

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Re: Running delay and ajustable length of message buffer
« Reply #1 on: January 20, 2008, 09:25 »

About 2: Isn't that just what the 'MessageBuffer' variable does!?
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Blade

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Re: Running delay and ajustable length of message buffer
« Reply #2 on: January 20, 2008, 09:51 »

D'oh!

Overlooked it. Ok, then only 1-st.
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Behrooz Wolf

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Re: Running delay and ajustable length of message buffer
« Reply #3 on: January 21, 2008, 14:28 »

I'd be happy if I could set it so taking damage interrupted repeated same keystrokes, or at least cleared the keybuffer.

The phone seems to always ring as I'm moving back through a previously-cleared room to go grab that health globe before I finish up the uncleared rooms on the level, and a former captain comes out a door-- and three steps and half a second later ends my game.

And yet I never learn to stop playing when I answer the phone...
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Blade

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Re: Running delay and ajustable length of message buffer
« Reply #4 on: January 21, 2008, 14:38 »

I'd be happy if I could set it so taking damage interrupted repeated same keystrokes, or at least cleared the keybuffer.

The phone seems to always ring as I'm moving back through a previously-cleared room to go grab that health globe before I finish up the uncleared rooms on the level, and a former captain comes out a door-- and three steps and half a second later ends my game.

I had the same problem(but without a phone part) until i changed "run" key and began to use it instead of multi-tapping.))
« Last Edit: March 23, 2008, 16:36 by Blade »
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